Author Topic: Super Star Hero screenshots/videos  (Read 17653 times)

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Offline DJ Omnimaga

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Super Star Hero screenshots/videos
« on: October 22, 2008, 04:17:11 am »


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« Last Edit: February 01, 2009, 09:27:49 pm by DJ Omnimaga »

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #1 on: November 05, 2008, 05:58:40 am »
1st area after village & first mini-boss
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Offline Speler

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #2 on: November 05, 2008, 02:35:36 pm »
Awesome!

Offline TIfanx1999

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #3 on: November 05, 2008, 11:41:55 pm »
Hmm... perhaps change the basic attack to a punch punch kick ?(first 2 times you hit the attack button he punches, the third times he kicks) Is that doable? It would give him a bit of reach for a melee attack instead of him attacking with his aura when enemies are right on top of him.

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #4 on: November 06, 2008, 02:26:43 am »
Actually as you buy speed upgrades you attack at a faster rate. I am considering tweaking the attacks a bit to maybe make hitting enemies easier though. The game is considered to be hard but it might be a lil too hard for new players.

One thing I am a bit worried about right now is that when you move foward an enemy sometimes you get hit one case before reaching the enemy. I think RPG Maker detects the events positions immediately when they start to move, which cause that problem. So far it seems fine and the game is pretty playable, but I would like to change this if I ever decide to use the engine for multiple games. I will also try later to speed up HUD displaying because on prehistoric computers it may lag a bit if you don't want to play in full screen mode in 640x480 window instead of 320x240

Offline TIfanx1999

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #5 on: November 07, 2008, 11:00:36 am »
Yea, my main concern was with that attack it might be a bit difficult to hit enemies without getting hit yourself. I also saw in the shop some other spells. Are you going to have range attacks in addition to ones that hit all enemies on the screen?

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #6 on: November 07, 2008, 06:47:32 pm »
Actually I had an idea one night, altough I would need to implement it asap so I don't get too much work to do later. I would like to add some kind of delay to enemies so that when they are to hit you, it counts to a certain amount of time until they can hit you, giving you more time to hit them, especially when moving toward them. As for items, there is one that heals you as you can see in the second video. The others will do damage to all enemies in the entire map. The orange one does 2 damage no matter your attack power and the other one does 9 damage. They might get handy early in the games against bosses or when you are stuck between load of enemies from every sides with few life points remaining. For leveling up purposes it's a big no-no though, because the first one costs 200 gold and the second one 1000 gold and most enemies that has under 5 life points will most likely not give more than 10 gold and there will rarely be more than 10 enemies per screen.

As for enemies I was thinking about having some rooms where enemies respawn when you kill one

Offline TIfanx1999

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #7 on: November 07, 2008, 11:53:01 pm »
Actually I had an idea one night, altough I would need to implement it asap so I don't get too much work to do later. I would like to add some kind of delay to enemies so that when they are to hit you, it counts to a certain amount of time until they can hit you, giving you more time to hit them, especially when moving toward them.

Perhaps you could include the delay for some of the weaker enemies but leave out out for the more difficult ones as the game progresses. That way you have enemies with lower "speed" and higher "speed".

Quote
As for items, there is one that heals you as you can see in the second video. The others will do damage to all enemies in the entire map. The orange one does 2 damage no matter your attack power and the other one does 9 damage. They might get handy early in the games against bosses or when you are stuck between load of enemies from every sides with few life points remaining. For leveling up purposes it's a big no-no though, because the first one costs 200 gold and the second one 1000 gold and most enemies that has under 5 life points will most likely not give more than 10 gold and there will rarely be more than 10 enemies per screen.

So the items are one time use? I thought they were spells, like in Final Fantasy one and once you bought it, it was there for good. It'd be nice to have a mix of both. :) Maybe some you buy and some that are unique and must be found in a dungeon/on the overworld somewhere.

Quote
As for enemies I was thinking about having some rooms where enemies respawn when you kill one
Sounds good, could make for some nice face-paced action.

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #8 on: November 08, 2008, 12:43:23 am »
I may add a few more items as I progress. Idk for multiple usage items though, I may add an item that you can buy for 9999 gold each that you can use 10 times against enemies.

For enemies I think having enemies with different speed of reaction when they reach you might be a good idea. For sure, faster moving enemies with have 2x higher reaction speed

Offline TIfanx1999

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #9 on: November 08, 2008, 12:58:57 am »
I may have been unclear, but i meant in addition to single use items you could have spells also. =) Perhaps add a magic meter like in the Legend of Zelda games.

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #10 on: November 08, 2008, 01:25:04 am »
ooh ok. I am unsure about how I would handle this though. I would surely need to modify the HUD and add more slots for item/magics

Offline TIfanx1999

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #11 on: November 08, 2008, 01:32:53 am »
Yea, I know. If you have a menu screen you could just add spell selection there and have using a spell mapped to a certain button or key. Then you'd just have to update the hud with mp meter or numeric readout, current spell selected(if u wanted to you could just leave this on the menu screen and have the user pull up the menu screen to see what spell is currently selected), and of course add varibles for max/current mp.
*Edit*
Another thought (if you decide you want to include spells)
Move the hp meter to the top left of the screen and make it horizontial instead of vertical, use the old hp bar for a magic meter. If you shorten the magic meter a bit you could make a small box below it that shows which spell is currentley selected as well.
« Last Edit: November 08, 2008, 01:37:31 am by Art_of_camelot »

metagross111

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #12 on: November 17, 2008, 12:01:15 am »
its pretty good, though the first part it seems the enemies are a bit overpowered.

Offline DJ Omnimaga

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #13 on: November 17, 2008, 01:17:13 am »
yeah in the current version the plant is a bit further so it's easier to get through

metagross111

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Re: Super Star Hero screenshots/videos (Oct 22nd 2008)
« Reply #14 on: November 19, 2008, 08:52:32 am »
i see, but i think it should be totally possibly to get through unscathed.